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Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @09:38AM (#16384283)
It's a pity they aren't releasing on Steam though. Most players aren't going to buy the game from the Win10 store.
Re:Lessons learned while developing Age of Empires 1 Definit... by Arkanosis on Thursday February 15, 2018 @11:57AM (#16385543)
> It's a pity they aren't releasing on Steam though. Most players aren't going to buy the game from the Win10 store.

I agree but I'd go even further: it's a pity they aren't releasing as standalone. Where are the good old days when using a locked platform wasn't required to install a game?

Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @12:47PM (#16385955)
It's not the matter of a locked platform per se. Releasing a game on a platform like Steam just increases the likelihood of someone buying it manifold.

The age of physical discs are over, but the developer is still free to release a DRM-free version of the game independently. Witcher 3's Projeckt Red does this. You can simply enter the product key received from Steam to download this DRM free copy.

Re:Lessons learned while developing Age of Empires 1 Definit... by izacus on Thursday February 15, 2018 @03:26PM (#16387290)
Those days were gone when DRM became an acceptable thing defended by people even on this site.
Re:Lessons learned while developing Age of Empires 1 Definit... by Pica_soO on Thursday February 15, 2018 @04:44PM (#16387976)
Its always that one CEO, wanting to emulate the success that is steam by becoming basically becoming the market and the platform. Self-delusion and believe-shapes-reality needs some realistic observation or else one wastes ridiculous amounts of money reinventing the wheel only for the crowd to flock to the first wheel shop anyway.

Those are resources that could go into inventing the first plane. And some superior sooner or later realizes that you are on a unimaginative crusade and cuts the lifeline, resulting in a dead market-plattform, with contract-bound studios being dragged down with the sinking ship.

Re:Lessons learned while developing Age of Empires 1 Definit... by jandrese on Thursday February 15, 2018 @11:15AM (#16385155)
Windows Store has been surprisingly fragile for me. I've bought a couple of games through it and things like turning off IPv6 will cause it to fail to download anything and spit out cryptic error codes.

But mostly I don't want my games spread across a dozen different storefronts. Keeping them all in once place is more convenient. I would probably be more open to the Windows Store if I owned an XBox and there was some kind of integration, but I don't.

Re:Lessons learned while developing Age of Empires 1 Definit... by tambre on Thursday February 15, 2018 @11:33AM (#16385319)
Steam is doing even worse with IPv6 support – in fact they have absolutely none (although their CDN provider has great support for it). Really a shame that they're missing such an useful piece of functionality in this day and age. This of course has made me consider some of the alternatives...

Unfortunately the only Steam alternatives that have some amount of IPv6 support are Humble Bundle and Green Man Gaming. Though you may as well not count Humble Bundle as accessing their website over IPv6 results in it being completely broken [1].

[1] https://vgy.me/0E4HBm.png

Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @11:44AM (#16385429)
I'm curious -- why would IPv6 access for a website be an important matter?
Re:Lessons learned while developing Age of Empires 1 Definit... by tambre on Friday February 16, 2018 @02:08PM (#16394957)
It's faster, it's cheaper, it's easier to setup and use. As of now not everyone always has IPv4 access anymore. I conciously avoid purchasing products that have no IPv6 support, as I sometimes have an only IPv6 connection.
Re:Lessons learned while developing Age of Empires 1 Definit... by ZephyrP on Thursday February 15, 2018 @05:14PM (#16388255)
20% of the world uses it.
Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @05:36PM (#16388407)
Okay but 100% of the world uses IPv4. Why is having IPv6 support important for a website?
Re:Lessons learned while developing Age of Empires 1 Definit... by jandrese on Friday February 16, 2018 @11:36AM (#16393518)
Because IPv4 is close to exhausted[1] and we need IPv6 support to be the rule, not the exception, by the time it's no longer affordable to get an IPv4 address.

https://en.wikipedia.org/wiki/IPv4_address_exhaustion

Re:Lessons learned while developing Age of Empires 1 Definit... by jandrese on Thursday February 15, 2018 @11:59AM (#16385564)
Not supporting IPv6 is better than breaking in mysterious ways when you have IPv6 support but have to disable it on that machine for reasons (Netflix).

I would like to see Valve get with the times on their v6 support though.

Re:Lessons learned while developing Age of Empires 1 Definit... by tambre on Friday February 16, 2018 @02:14PM (#16395028)
I've never seen a dualstack connection cause breakage. And if it does break with IPv6 support being available, then it's the developer's fault. Instead of disabling IPv6 you should alert them of the problem and if possible use an alternative service, which supports IPv6.

In the case of Humble Bundle breaking, it seems simply because some of their CDN subdomains are IPv4-only. Since the site loads various resources from those IPv4-only endpoints, it causes everything to just break when accessing over IPv6. In a way I'd argue it's still better than your browser displaying "no valid IP address for this domain" – usually you can at least find an e-mail address at the bottom of the page to alert them to the problem.

Re:Lessons learned while developing Age of Empires 1 Definit... by ac29 on Friday February 16, 2018 @12:16AM (#16390048)
>Though you may as well not count Humble Bundle as accessing their website over IPv6 results in it being completely broken

Just checked this in Firefox and it loads completely fine via IPv6 (and I verified using the devtools that it is using IPv6).

Re:Lessons learned while developing Age of Empires 1 Definit... by tambre on Friday February 16, 2018 @02:11PM (#16394990)
Should've clarified. In this case I was on a IPv6-only connection – no IPv4 access available to the outside. Loading with both IPv6 and IPv4 being available of course results in no problems, as it falls back to IPv4 for resources that are not accessible over IPv6 (which is mainly the layout scripts).
Re:Lessons learned while developing Age of Empires 1 Definit... by cdr on Thursday February 15, 2018 @04:55PM (#16388084)
Also, if you have a Windows Update pending that requires a reboot, attempting to install anything from the Windows Store will fail, sometimes with a cryptic error code and sometimes not even that.
Re:Lessons learned while developing Age of Empires 1 Definit... by andrepd on Thursday February 15, 2018 @12:32PM (#16385836)
I'd say it'a a pity they aren't releasing it on GoG! Win10 and Steam are both DRM.
Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @12:49PM (#16385977)
They can do both. Steam is just a larger platform.
Re:Lessons learned while developing Age of Empires 1 Definit... by gsich on Thursday February 15, 2018 @09:55AM (#16384447)
Why not? A MS account is not uncommon.
Re:Lessons learned while developing Age of Empires 1 Definit... by xrisk on Thursday February 15, 2018 @10:09AM (#16384565)
Personally, I can play a Windows game purchased on Steam on Linux/MacOS using Wine (This is how I currently play Age of Empires II). You can't say the same about a Windows Store game.
Re:Lessons learned while developing Age of Empires 1 Definit... by zingmars on Thursday February 15, 2018 @10:57AM (#16384987)
There is a stigma in the PC gamer community against Microsoft, especially after Games for Windows. "Steam or go home" sentiments also aren't all that uncommon. As for the accounts - I really don't know anyone who actually uses the MS store (whereas pretty much everyone who plays video games has a Steam account), and I interact with plenty of end-users daily. Maybe it just happens that the area I live in never adopted it, but I would still say that Steam is the better platform to try to get exposure on.
Re:Lessons learned while developing Age of Empires 1 Definit... by colmvp on Thursday February 15, 2018 @11:07AM (#16385083)
Trading one monopoly for another, I guess.
Re:Lessons learned while developing Age of Empires 1 Definit... by AlphaSite on Thursday February 15, 2018 @04:25PM (#16387777)
A thus far benevolent monopoly who have indicated positive intent and applicable thought patterns (i.e. the whole piracy is service problem).
Re:Lessons learned while developing Age of Empires 1 Definit... by Pica_soO on Thursday February 15, 2018 @04:48PM (#16388002)
They could release it on origin...

Joke aside, i assume a month later they will release on steam. The red number sirens and the fear of pirates have convinced a lot of sailors to rock the boat.

Re:Lessons learned while developing Age of Empires 1 Definit... by youseecomrade on Thursday February 15, 2018 @10:02AM (#16384507)
Can you login to the store without linking your entire computer to that email?
Re:Lessons learned while developing Age of Empires 1 Definit... by merb on Thursday February 15, 2018 @10:21AM (#16384687)
yes, but it's still a bad store :(
Re:Lessons learned while developing Age of Empires 1 Definit... by mastax on Thursday February 15, 2018 @01:17PM (#16386230)
Games stores (for better or worse) are expected to have an ecosystem of services of varying importance:

- Friends list

- Text & Audio chat

- Cloud saves

- Automatic updates

- DLC installation

- Sales and Discounts

- Curation, suggestions, and browsing

- Achievements

The Microsoft Store has most of those, more or less, but the experience is not ideal.

The social services are tied into the Xbox app which works okay, but is quite complicated and Microsofty. Also PC gamers might not have their friends on Xbox or maybe it has their CoD friends, not their AoE friends, etc.

The MS store is not purpose-built for games, so it makes it a poor place to buy them. It's hard to find "real games" on there because you have to sift through mobile games, photoshop, movies, and Xbox controllers. Many PC stores make a big deal about sales with purpose-built home pages, best seller lists, weekly sales, event sales, newsletters, etc. The MS store does not have sales often and if they do you're not likely to hear about them. PC stores put a lot of effort into discoverability. There's personalized home pages, followed curators, recommendations from friends, and detailed search systems with a multitude of tags and sorting options. You can search for a recently released co-op action-rpg with steam controller support and sort by recent review sentiment. The MS store, by comparison, is a mobile app store on a computer.

PC Game stores are expected to have fast and reliable downloads. Steam can consistently download faster than my hard drive can write, and can reliably resume interrupted downloads. Steam can validate the integrity of game files and re-download them if necessary. Other clients seem to do fine as well. Download speeds from the MS store are reportedly inconsistent, and it has (or had) no ability to resume interrupted downloads. For weeks after the ~100GB Gears 4 was released exclusively on the MS store, /r/pcgaming was full of people complaining that the download was interrupted at 95GB and had to start over from 0.

All of these problems are solvable. I believe the download issues have been fixed. The store is already the best place to buy "Play Anywhere" titles if you have an Xbox, simply because you get it on both platforms. But MS has a long way to go to make the store pleasant to use and to win back PC gamers' sentiment.

One practically unsolvable problem is that the store doesn't exist on Linux, macOS, or Win 7, which matters to some portion of games and some portion of gamers.

Re:Lessons learned while developing Age of Empires 1 Definit... by ashtube on Thursday February 15, 2018 @10:22AM (#16384691)
Literally never used the MS Store
Re:Lessons learned while developing Age of Empires 1 Definit... by glenneroo on Thursday February 15, 2018 @10:26AM (#16384744)
I even go so far as to block all requests to MS Store (via winstore.app.exe) with NetLimiter. I also block outlookcommunications, microsoft.photos.exe and video.ui.exe, all of which I never use but they keep wanting to call home every few days).
Re:Lessons learned while developing Age of Empires 1 Definit... by madez on Thursday February 15, 2018 @11:48AM (#16385466)
Why do you stay with a system whose developer has proven to act against your interest?
Re:Lessons learned while developing Age of Empires 1 Definit... by oblio on Thursday February 15, 2018 @12:18PM (#16385709)
What's the alternative? And before you offer some obvious answer, remember that we're in the context of a Windows-only game :)
Re:Lessons learned while developing Age of Empires 1 Definit... by fnord123 on Thursday February 15, 2018 @12:07PM (#16385629)
Gaming for Windows Live died. Let it stay dead.
Re:Lessons learned while developing Age of Empires 1 Definit... by twizzzzler on Thursday February 15, 2018 @02:59PM (#16387034)
I have never used the windows app store but I might for this, which is probably the point.